Total War: WARHAMMER II

Total War: WARHAMMER II

Lily's Bretonnia Loreful Unit Pack (No Overhaul requirement)
61 Comments
Zaylidin  [author] 28 Nov, 2022 @ 11:52am 
Im kind of done with unit making for the time being, I am not inspired to make anything anymore.
♠ FallenSoul [O.S.S] 28 Nov, 2022 @ 11:28am 
Damn well thank you for the response, do you plan on adding more unit to Bretonnia or have called it good?
Zaylidin  [author] 28 Nov, 2022 @ 11:07am 
no
♠ FallenSoul [O.S.S] 28 Nov, 2022 @ 8:09am 
@Lily do you plan to bring these over to warhammer 3?
Lou Tibus 10 Oct, 2021 @ 5:43pm 
Men-at-arms (polearms and shield) have the same stats than men-at-arms (polearms)... Except they have lower command.... And a shield...
Vesper Tenebris 21 Aug, 2021 @ 3:06pm 
Hi, firtst of all thank you for all great mods.
I have a little request, could you do a version without infantry? just The Lost Sons and maybe Fey Spirits?
I love The Lost Sons models and their art, but I prefer weak bretonnian infantry. I am not a big fun of foot knights and shielded halberds
Zaylidin  [author] 12 Jul, 2021 @ 11:13am 
@Black Goat
No there isn't, sorry.
Zaylidin  [author] 30 Jun, 2021 @ 4:50am 
Hi skjaldbjorn! I currently have no plans to continue modding, although this may change in the future. Thank you so much for your appreciation of my work :8bitheart:
Skjaldbjorn 29 Jun, 2021 @ 5:52pm 
Loving your Bretonnia addons Lily! Really trying to bring some of the flavor out. Any chance you could be convinced to add a generic Greatsword (Questing) Lord or Paladin option? It feels so wrong to have one "Questing" lord/paladin locked behind a faction. Thanks!
Zaylidin  [author] 3 May, 2021 @ 12:10pm 
Yes they are.
NoSkill 3 May, 2021 @ 11:16am 
Are VFX generally tied to animations?
NoSkill 3 May, 2021 @ 11:15am 
I meant 1 handed maces, like the ones flagellants wield.
Zaylidin  [author] 3 May, 2021 @ 11:12am 
NoSkill, it might look weird though since the flaming sword effect is tied to the animation and not the weapon, so I'd have to give that up which I don't want to. Their aren't really any fitting maces for a bretonnian knight anyway, gal baraz is the closest thing but that would weird me out.
NoSkill 3 May, 2021 @ 11:05am 
Could you give the hermit Knights maces as weapons?
I think this would fit better with them doing AP-splash damage.
Zaylidin  [author] 23 Mar, 2021 @ 3:31am 
@Alexander_DeMaiste
Thank you very much, I appreciate your kind words
DeMaiste 22 Mar, 2021 @ 11:41pm 
Yeah, works just fine on my end. Thank you so much for all the good modding work you do Lily! :steamthumbsup:
Zaylidin  [author] 22 Mar, 2021 @ 6:55am 
I've reworded the description, hopefully that helps.
Zaylidin  [author] 22 Mar, 2021 @ 6:54am 
@Wambat
Okay, I thought that was clear already. You are meant to use the definitive edition versions together, this is specifically for people that don't want to use it with that mod.
Wambat 22 Mar, 2021 @ 5:53am 
This mod does not seem to work when used in combination with Lily's Bretonnia Overhaul: Definitive Edition. The description here seems to imply that this mod, while it does not require the overhaul, is not incompatible with it. You might want to clarify that in the description.
Zaylidin  [author] 20 Mar, 2021 @ 9:06am 
Just check "enable out of date mods" it works just fine :8bitheart:
n.pedrazalis 20 Mar, 2021 @ 9:04am 
UPTATE PLEASE I CANT LIVE WITHOUT THIS
Zaylidin  [author] 19 Mar, 2021 @ 8:52am 
Well I changed it when he asked, which was exactly 1 month ago. Tell me what you think of them in their current state.
libērtaŞ 19 Mar, 2021 @ 8:00am 
yeah don't bother nerfing them, any unit that has magic attacks or spells will ignore that physical resistance, focusing fire with lots of arrows will bring them down, spells with armor piercing, etc etc, there are various ways to take them down
kellerblair02 4 Mar, 2021 @ 8:55pm 
Don't nerf them they are still Grail knights and thus living saints
Zaylidin  [author] 19 Feb, 2021 @ 9:47am 
@Vollhov
Sure, I won;t reduce it too much though, they are meant to be a very rare campaign unit so players expect them to be powerful.
Vollhov 19 Feb, 2021 @ 7:34am 
pls nerf Hermit Knights, they have a high armor rate + 30% physical resistance
Zaylidin  [author] 12 Feb, 2021 @ 9:00am 
@Mishy
Thank you very much, glad you appreciate them!
And yes, that would be why.

I always keep an eye on Gorgos's mods, I think he has done some great work and I like that he has such a passion for the lore. Those ones specifically seem rather interesting, I wonder how he did those crests (the hats) perhaps I will ask him at some point.
Mishy 12 Feb, 2021 @ 8:55am 
Now I have two available and I'm not at max chivalry. Maybe because I built the unique buildings in Couronne. Btw I love your mods, really adds variety to the Bretonnia roster.


Also, what do you think of these units, they look really cool.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2392333163
Zaylidin  [author] 12 Feb, 2021 @ 7:48am 
@Mishy
It's intended that way. You can get another squad at the highest level of chivalry.
If you have RPFM installed you can easily up the campaign cap to suit your preferred playstyle in the main_units_tables under the Campaign Cap column, but assuming you don't have it just bare in mind they are fairly strong for a Bretonnian infantry unit which is the reason for the cap.
Mishy 12 Feb, 2021 @ 7:39am 
Is there only one unit of Hermit Knights available? I added the mod midway to a campaign and it seem there is only one available or is it intended?
Zaylidin  [author] 26 Jan, 2021 @ 5:48am 
Aww that's kind of you to say :8bitheart: Your patience means a lot to me, helps me stay motivated :3
Marcelx2x 26 Jan, 2021 @ 5:46am 
@Lily No need to apologise, it's good that we even have access to any mods. Take your time with the patch if you ever plan to make it.
Zaylidin  [author] 26 Jan, 2021 @ 5:44am 
@Marcelx2x
Oh right of course, I forgot everything has different stats in SFO. I haven't done that, no sorry.
I have other mods to make SFO compatible first aswell, double sorry.
Marcelx2x 26 Jan, 2021 @ 5:35am 
@Lily excuse my spelling, I wanted to ask if there's SFO made balance patch for the mod above or not yet?
Zaylidin  [author] 26 Jan, 2021 @ 5:11am 
@Marcelx2x
Not sure, it should be though?
Marcelx2x 26 Jan, 2021 @ 5:01am 
SFO Compatibility?
Zaylidin  [author] 13 Jan, 2021 @ 8:39am 
@Prophet of Sotek
You're welcome!

I understand the feeling of wanting better unit cards, they really matter but are quite hard to get right, so I understand that most modder's fall short of something that looks good alongside CA's unit cards, which is why I'm so honoured that people really like my ones :8bitheart: I do spend a long time on most of them, and admittedly I do base them on CA's ones or on official art/very talented artists, but nonetheless they are the most time consuming part of the mod after retexturing units.
Prophet 13 Jan, 2021 @ 8:33am 
God i have been waiting for a mod like that!!! and especialy with unit cards for campaing!!! amazing! thank you!
Zaylidin  [author] 12 Jan, 2021 @ 6:23pm 
@Redbaron998
Other modders have already made the unit, and if you just want an AP archer I have made one in my unit pack.
Redbaron998 12 Jan, 2021 @ 5:57pm 
Would you consider adding Herrimaults. It would be a good late game replacement for peasant archers. A stalking archer unit with some AP to represent them usually killing knights. Not as much AP as Sisters or waywatchers of course but enough to be relevant in late game.

Thank you for all your work
Zaylidin  [author] 11 Jan, 2021 @ 1:46am 
@lukeparso
You're welcome! :8bitheart:
マンダロリアン 11 Jan, 2021 @ 12:29am 
OMG this is epic!!! thank you
Zaylidin  [author] 10 Jan, 2021 @ 5:41pm 
@Keego Extremo
You are welcome!
Keego Extremo 10 Jan, 2021 @ 5:25pm 
Fair enough, thanks for humoring me.
Zaylidin  [author] 10 Jan, 2021 @ 12:13pm 
@Keego Extremo
They are both unlimited, but that is a fair point, I'll definitely be thinking about changing that.
The connection is this line here "They burst from a mystical lake, riding upon bestial water-horses" which made me believe that they would have access to water based magic, thus I gave them the tidal spell. The trident was more to help distinguish them from other knight units and I thought it fit nicely and gave me a reason to include them in the shrine to manaan for gameplay reasons (I wanted them to be more accessible since I went out of my way to make them, didn't want the only place to get them be the tower of the enchantress)
I hope that helps answer your question!
Keego Extremo 10 Jan, 2021 @ 11:33am 
Hope no one has asked this already, but are the Fey spirits and Lost sons RoR or limited? If they aren't I feel like they really should be but just my 2 cents. Also a lore question; what is the link with the lost sons and the Ocean or Manaan?
Zaylidin  [author] 10 Jan, 2021 @ 8:47am 
@Ya Boii Darullo
If you want another archer unit for your campaigns I'd really suggest taking a look at my overhaul mods and my stand alone unit mods.
Making them from the tavern makes total sense ^^
Darrullo 10 Jan, 2021 @ 8:19am 
yeah i only say this as peasant bowmen and the skirmish bowmen cavalry are the only units the brettonians get in archery despite them being quite good at archer as a nation

just think a unit a bit like the huntsman could work out well maybe they are hired from the inn chain of buildings since they are brigands and all that, and with them despite being generally a better archer unit with some basic melee capability they would probably run at the first sign of a bad fight
Zaylidin  [author] 10 Jan, 2021 @ 6:23am 
2/2
I'll simmer on it. I guess the only reason it appeals to me is I kind of liked the hatori bandits in shogun 2, and like them, I don't think herrimaults should be too powerful since they similar to peasant bowmen.
I also don't like archers as the play style they create as much as melee units so I'm cautious for that reason too. I've learnt my lesson from when my archers used to be a lot more OP.
Zaylidin  [author] 10 Jan, 2021 @ 6:23am 
You make a convincing case but I'm not 100% onboard. I disagree that monsters fighting bretonnia would be a significantly greater threat than a peasant uprising, given how much of bretonnia's world building and events describes how the peasantry are in such a terrible position due to the nobles treatment of them. (Remember we are talking about these same nobles recruiting them) It's essential for the society to continue to function without the nobles all being massacred.

The idea of them reaching out to what is effectively insurrectionists to fight a common enemy isn't absurd but its not a pact that would work before or beyond the chaos invasion honestly. If I was to make herrimaults I'd tweak them to make more sense, like I did with foot knights. 1/2